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Father Knows Best

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Post by Jeeves Thu Apr 28, 2011 1:06 pm

Okay, so this is a sequel to Monk's Friend. There wasn't much substance to that quest, so I'm going to take what there actually was and just run with it.

So far, basic plot:

-After returning from a pilgrimage, Father Mortimer finds out about the party that happened while he was away and puts the entire monastery under a penance of silence

And that's all I've got so far. More to come!


Last edited by Jeeves on Fri Apr 29, 2011 11:15 am; edited 1 time in total
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Post by MorbiusMonster Thu Apr 28, 2011 3:52 pm

Silence will fall.
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Post by Jeeves Fri Apr 29, 2011 6:20 am

Tongue Pretty much.

Decided to redo it a little bit. Father Mortimer is still there, but he's kind of...more serious about the silence. And the penance.
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Post by MorbiusMonster Fri Apr 29, 2011 6:37 am

Perhaps he is somewhat miffed because he missed the big celebration.

Or because they used up all the party supplies and his birthday was nearly due (so you need to make more).
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Post by Ruy112 Fri Apr 29, 2011 6:53 am

Will just mention that Jeeves is competing for a total of 100.000.000 gp in a competition anyone can join. As of now, the competition is not overwhelming and there's a good chance to win at least 20 million gold pieces.

Also, why do I suddenly see that Monastery in so many wrong ways?
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Post by Jeeves Fri Apr 29, 2011 6:58 am

Oh, he's miffed that he missed the party alright...

Tongue Once again, a quest of mine will include a relatively high body count.
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Post by MorbiusMonster Fri Apr 29, 2011 7:11 am

Competition? Which one?
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Post by MorbiusMonster Fri Apr 29, 2011 7:33 am

"If the Father issues a silence, we won't be able to play the flute from the bell tower. It would be most saddening; without the flute, the children won't sleep, the animals of the zoo would be restless and the fruit from the trees will spoil."

The Father of the Ardougne Monastery has ordered a silence, as penance for the rowdiness of the party held in honour of retrieving the lost blanket of a child staying with the monks. That means no talking out of turn, no lively discussions and no music. But what the father doesn't realise is that the divine flute given to the Monastery many years ago by a Saint of Saradomin and its tune calms spirits and cleanses the air.

The quest would be at first an attempt to persuade the Father to allow the flute to play, later turning into a quest to find the flute after the Father tossed it into a well to be rid of it when one of the monks continued to play.
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Post by Jeeves Fri Apr 29, 2011 7:43 am

There's a quest competition on the official forums right now with a 50M grand prize. Tongue

And Morb, yours sounds much happier than mine would end up being.
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Post by The Empty Lord Fri Apr 29, 2011 10:03 am

I think this should be a remake of Monk's Friend, as well as a sequel. Or, at least propose an update. Construction to fix the cart pl0x? Grin

Morb, sounds pretty sweet.

*watches this thread*

Whilst the title is a good pun, it doesn't really relate to the plot that I can tell thus far. Tongue
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Post by Jeeves Fri Apr 29, 2011 10:23 am

No, it doesn't...I sort of changed the plot after I named the thread. Tongue So unless there's a way to change the title, I'm stuck with this.
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Post by The Empty Lord Fri Apr 29, 2011 10:25 am

Edit the first post? Or can user's not do that?
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Post by Jeeves Fri Apr 29, 2011 10:37 am

Huh, looks like I can. Confuse Well, once I figure out a clever name, I'll do that.
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Post by MorbiusMonster Fri Apr 29, 2011 3:52 pm

I was going to say that originally the father throws it down the well, but instead goes back to find it really valuable (because he is a forgetful man), and instead "pawns" it buy some gold for a plaque saying "Silence is Golden".
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Post by MorbiusMonster Fri Apr 29, 2011 3:53 pm

If you decide to use my idea, I get the credit and a small portion of the prize.
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Post by The Empty Lord Fri Apr 29, 2011 9:35 pm

Silence Will Fall! *tardis theme music*
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Post by Dark Avorian Fri Apr 29, 2011 10:16 pm

I thought that too...

Also, morbs, the fact that you barge in here with vague ideas and then seem ready to demand money if the quest he makes is at all similar to what your saying is a bit annoying.
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Post by Ruy112 Sat Apr 30, 2011 1:58 am

It's just that he can't win himself Wink
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Post by MorbiusMonster Sat Apr 30, 2011 5:52 am

Who couldn't win?
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Post by Jeeves Sun May 01, 2011 5:03 am

Already got my own ideas, Morb, but thanks for the thoughts. Tongue Father Mortimer is going to be a little...harsher than you seem to think.
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Post by Jeeves Wed May 04, 2011 12:18 pm

Well, I've come to the conclusion that I'm probably sick in the head. Tongue I just thought of a location in the quest called the Penance Hall. And lets just say that that's where all the bad monks go for penance. Which usually involves quite a lot of blood and systematic mutilation of bodies. And bleeding. And sacrifices. All conducted by yours truly, Father Mortimer...

Yeah, I've got issues.
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Post by Jeeves Tue May 31, 2011 1:21 pm

You begin your quest by returning to the friendly Monastery where you once helped Brother Omad perform several tasks essential to the well-being of the monastery. It's been far too long since your last visit, and the monks no doubt have something new in store for one such as yourself. Upon arrival, it quickly becomes apparent that the monks have been quite busy! The formerly modest monastery now towers above the surrounding buildings and could quite rightly be called a cathedral! Stained glass windows adorn the front and various new towers added to the sides. A giant wooden door greets you where once a modest little thing stood. Everywhere, new monks hustle and bustle to prepare for dinner, the mass, or whatever else it is these monks do in their free time.

Brother Omad can be found wandering around in any of the rooms, directing monks here and there to do whatever it is they need to. He's no end delighted to see you and fondly remembers your help when last you came. A new problem has arisen, however, that he needs your help with.

O: I just received this letter from Father Mortimer!

P: A letter from your father? Is he sending you lots of love from him and Mumsy?

O: Not *my* father, you fool! Father Mortimer, the head of the monastery! He's been on a pilgrimage for years and hasn't been here since before the renovations.

P: So what's he doing sending you a letter?

O: He says that he's heard about the things that happened here at the monastery, and he wants to see me at once...

P: Oh, you mean the party? Well, what's so bad about that?

O: You don't understand! Father Mortimer is one of the strictest old monks there is! If we talk when we're not supposed to, we get locked in our rooms! If we eat too much for dinner, we get to starve for a week!

P: That sounds almost like torture!

O: He just takes things too far. But now he's heard about the party and wants me to report to him for penance! The only problem is that I don't know where on his pilgrimage he is! He told me the route before he left, but that was so many years ago that I'm afraid I've forgotten.

P: So what do you need me for?

O: I need you to search Father Mortimer's study for any clues as to where he might be right now. He always recorded things like that, so there must be *something* in his room that would help me out!

P: Why can't you just do it yourself?

O: Breaking and entering isn't exactly pious...

P: *sigh* Well, I'll see what I can do.

Naturally, you are the candidate to break into the chambers of the head of the monastery. Finding Father Mortimer's chambers is easy enough, and breaking in is no great challenge either. Though the door is locked with some sort of strange mechanism, the adjacent room is not, and the window is easily opened. Shimmying out onto the ledge and sliding across to the next window provides your entrance, provided you don't have any qualms about smashing glass.

Father Mortimer's study is eerily clean. Not a speck of dust is out of place. The chair is neatly aligned with the desk, the bureau is neatly aligned with the wall, and every picture, statue, and piece of religious art is impeccably placed. It's evident, however, that nobody has been in here for a very long time; everything has the yellow tinge of time to it, and a fine layer of dust has settled over the entire room, causing tiny puffs to shoot up from the floor with every step.
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Post by Jeeves Wed Jun 01, 2011 10:33 am

Of special note is the desk, with a single solitary drawer that has no handle and no immediately noticeable way of entering it. Being the jolly soul that he is, Father Mortimer has also left no instructions as to the best way of opening the impossible drawer. But you're a wise adventurer! Scour the room for any sort of hint, and you'll soon find your way to the larger than life portrait placed right behind the chair.

Entitled "Chester Hyde in Summer's Sorrow," the painting depicts several things happening in close relation to each other. A monk, practicing his meditation techniques, is somehow managing to hover in mid-air using nothing but the power of his mind. While doing this, the monk is able to simultaneously observe the inherent tree-ness of a nearby tree. The tree, old and ragged, is home to a small bird who has built his nest on a twig in the upper reaches of the leaves. This bird, oblivious to all else, rests his attention solely on a lone moth fluttering near the middle of the canvas. This moth, oblivious to pretty much everything, is flying inevitable towards the sun, located in the upper left hand corner of the painting. The sun, not actually alive and therefore not really oblivious, shines down on a small mermaid-like figure emerging from a puddle of water at the bottom of the picture. The mermaid is reaching out towards the meditating monk with a sly smile on her face and no doubt wishes to entice the monk to perform unmonkly acts.

While at first, this depiction may seem silly and irreverent, a quick observation draws many parallels between the study and the forest scene. Hidden in the corner of the room is a small statue of a meditating monk. Sitting atop a bookshelf is a rather sturdy-looking totem. Hanging above the door is a small frame filled with butterflies pinned to a board. The sunlight from outside bounces happily off the glittering windowpanes. Underneath the desk, a small foot basin (presumably for washing dirty monk feet) sits undisturbed, its filthy water perfectly still.

By wandering around the room, fiddling with these objects in the order they look at each other in the picture (monk looks at tree, bird (in tree) looks at moth, moth flies to sun, sun shines on mermaid in pool), you can unlock the hidden drawer! Hooray! Inside is Father Mortimer's journal, a ratty old thing filled half with paper and half with places where paper should have been. The title of this literature is "My Journal."

Reading through the journal gives an insight into the mind of the good Father:

Day 1 - I have purchased this journal with the express intent of chronicling everything that happens to me, lest the world never know. Today, I found Brother Sampson laughing too loud in the mess hall. He has now taken his vows of silence for the next week.

Day 2 - Today, Brother Malachi tripped a younger monk. As such, the novice was allowed to push Brother Malachi down a short flight of stairs. In the future, it should be clear that such acts will not be tolerated. Dinner was abysmal.

Day 18 - I assume it is day 18. I have been far too busy to write. The monks seem to be getting restless with me as the new head of the monastery. They are too lax; their old abbot was much too lenient. His death was a blessing from Saradomin. Starting today, I think, a new regimen shall start of strictest humility. Dinner shall be water.

Day 30 - The monks fear me. I can sense it when I enter for mass and when I sit to eat. I can hear the mutters and the murmurs. I can hear it when they look at me and when they walk past me. I see it in their faces every time they lower their gaze. They fear me. I am the hand of Saradomin. I am the one who shall restore order to this monastery and make it what it should always have been: a glory to Saradomin. This journal shall be put aside until I have further need of it.

Year 3, Day 1 - It has been a long time. This journal never saw much, but that is for the best. The monastery is a curse. The monks come and go, never staying for more than a few months. It is me. They are frightened by my righteousness, my piety, my absolute and utter embodiment of our lord. Perhaps something else needs to be done.

Day 3 - It is not just here. The impiety extends far beyond the meager walls of this monastery. A fair was held recently, and the monks that came from other cells proved to be little more than beasts in clothing. Before I can change those within, I must first change those without. Another fair must be scheduled.

Day 10 - The monks object to my methods of penance. Greed should be punished in such ways, however. Displays of extravagance should be punished in such ways. These are basic principles of our religion, yet the brothers seem not to understand. I have kept the monastery under a strict vow of silence for several days. Any murmurs are dealt with harshly. Perhaps it is time to spread this elsewhere.

Day 15 - A pilgrimage is in order. The monks from the other cells have stopped coming to the fair. Silence here is breaking down. I have heard threats reported from the oldest brother to the youngest novice. I must take my penance with me and travel. This is the only way. Where I meet with sin, so shall they meet with penance. The more sin, the more penance. Such shall it be.

Day 20 - I have given Brother Omad instructions on how to run the monastery in my absence. He is perhaps the most trusted of my monks. I have told him exactly where I shall be on what days so he shall always know where the hand of Saradomin is. A map of my travels shall be included here for future reference.

Stuffed into the middle of the pages, here, is a crude map cobbled together by someone with no knowledge of basic scale or geography. It basically shows the monastery in the center of the whole thing, with a single winding trail going from rectangle to rectangle around the entirety of the paper (supposedly representing different cells and the path to take to reach them.) Each rectangle is labeled with the appropriate name for the little hideaway and an approximate date of arrival, but that's the only thing useful about the map. The supposed path might or might not even exist.

* Harrison's Yawp - 10 days

* Forest Cell - 45 days

* Flander's Ridge - 87 days

* St. Portly's - 145 days


* St. Ive's - 208 days

These inscriptions could mean the amount of time Father Mortimer planned to spend at each monastery, or it could mean the travel time between them, or a combination of both. Really, it's a truly terrible map. But, it's the best you have, so take it back to Brother Omad so the two of you can try to figure out what on earth to do next.

O: Have you found anything yet?

P: I've got this journal of his and a map, but it's not very helpful.

O: Well, that's better than nothing! What does it say?

Omad takes the map and eagerly peruses it before frowning greatly.

O: I know all these cells, but who knows where Father Mortimer could be! It'll take days and days to reach all of these and check to see where he's gone!

P: Well, that sounds like your only choice right now...

O: That's true, that's true. Father Mortimer asked for myself and Brother Androe to meet with him, so it would make sense for us to use a donkey cart, I suppose. That could be justified under the circumstances?

He seems to be pleading with you for confirmation.

P: Yes, I think that could work.

O: Excellent! Oh, will you come with us? I can't bear the thought of meeting with Father Mortimer without someone else who was there for the party. You could try to explain it to him!

P: Oh, alright. I guess it couldn't hurt to save my soul a little more.

(If you're a girl, you'll have to go visit the Makeover Mage to become a guy for this quest. Yup, Recruitment Drive right back at'cha.)

O: Here, you'll need these robes. And you'll need to find someplace to store all the things you currently have in your possession.

P: What? Why? I like my things!

O: Father Mortimer doesn't believe that monks should...own anything. So if you're coming disguised as a monk, it wouldn't do well for us if you had anything on you except your robes.

P: I see. Well, I'll return when I'm ready to take up the cloth.

After this, it's a simple matter of banking pretty much everything you own and returning to the monastery. Omad will have a nice novice robe for you to don so that you can blend right in with everyone else. Then, it's a simple matter of talking to Brother Omad again before the two of you set off to find Androe and the donkey cart.


Last edited by Jeeves on Thu Jun 02, 2011 7:01 am; edited 1 time in total
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Post by Jeeves Wed Jun 01, 2011 12:30 pm

So the way donkey carts is nothing too fancy (no, it's not Mounting for all you fanfolks). Basically, it's a minigame of sorts, where you take the reigns of the cart and have to steer the donkey left or right to try and dodge various things that might pop up on the trail. The camera sits right behind you and the donkey and faces down the road as you barrel along. The controls are on the right (two buttons with arrows pointing left and right.) It's nothing that hard, but sometimes objects might appear too close together or something on the road and it's difficult. Or something. If your cart gets hit too many times (i.e. 3), your cart breaks and you have to start walking everywhere. Walking is worse than riding because it opens you up to attacks by bandits who lie in wait for lonely unarmed monks traveling a lonely unarmed road. Without weapons, armor, food, or pretty much anything, it's interesting fighting all these people.

After the first leg of your journey through the woods surrounding the monastery (yes, there are woods now,) you arrive at Harrison's Yawp, the first of the cells on Father Mortimer's pilgrimage! It's a small little place, perhaps inhabited by only a dozen monks, each with their own house surrounding a small church. The entire complex is located on a hill overlooking a little town on the edge of the woods. Naturally, it's twilight because that's when everything looks quite charming. A fat, jovial monk strides out from the church doors to greet you and your two friends as you get off the cart (or not, depending on how awful you are at dodging twigs.) This, no doubt, is the Harrison whose Yawp you're now resting at.

H: Welcome to Harrison's Yawp, travelers! Tell me, where do you hail from?

O: From the Abbot's Monastery.

H: Oh...you're one of Mortimer's monks.

O: No, no, no! Nothing like that! He sent for us to receive penance at one of the cells he's visiting, but we don't know where he is on his pilgrimage.

H: His pilgrimage? Last time he passed by here was years ago! He came barging in with tales of penance and hellfire for every last one of us. Locked people in their houses, lit someone's barn on fire, and even drowned a dog for barking during mass. He stayed here for weeks leeching off of us and making us all wish we'd die.

P: So what happened? Why did he leave?

H: Finally decided we sinners had been cleansed of our Zamorakian habits. We'd been kept silent for weeks on end with almost nothing to eat. People were starting to die, actually. We had almost twice the monks we do now before Mortimer showed up. But he had his penance and all the impiety was weeded out of us...like it or not.

Androe: That's horrible!

H: Yes, so I don't envy you folks having to go meet him for your own penances.

A: Is there anything that you did that placated him? Even a little bit? I'm worried he'll be angry about our party!

H: Well...maybe you could try an idol? He seemed to have a fondness for the statues we had set up in the church. I'm not sure I'd like to lend you one, but maybe you could make your own?

O: How in the name of Saradomin are we going to make our own idol?

H: We've got some nice feathers you could have for decoration, but I'm afraid you'd have to go somewhere else to find a body for the thing.

P: Great! Could we have those feathers?

H: If they were mine, I'd hand them right over, but I'm afraid they belong to Brother Ubert. He's got a precious little kitty that catches all sorts of birds and brings the feathers back to him. He's in the house just to the right of the church. Big windows, can't miss it.

Brother Ubert is more than willing to part with his feathers, as it turns out, but only if you can do him a favor first. His kitty has gone missing, and he would give anything to have him back home! Finding the missing cat is the key to getting the feathers, which is the first step on the road to an idol sure to please the irate Father Mortimer. Searching high and low and all around is a good idea. The little kitty can appear pretty much anywhere within the confines of the complex, and he changes location every five minutes (because that's basically what cats do.) Finding him is an ordeal, but once you've snagged him, simply return him to Ubert to collect your rainbow of feathers!

You can bid a fond farewell to Harrison if you so choose, explore the rest of the Yawp, and maybe gain a little more insight into what sort of penance was exacted here. After you've had your fill of the pleasant twilight village, you can get back on your cart (or feet) and hightail it to the next stop on your list, the Forest Cell.

Like before, the donkey cart mechanics are the same except a little harder this time. Successfully navigating everything gets you some agility experience, while breaking everything into little pieces forces you to walk and fight mean people. Finally, after many bumps, bruises, and rough nights on the side of the trail, you arrive at the Forest Cell. As the name might imply, there isn't much to this little place. A few cabins are scattered throughout the clearing, with a single trail leading off into the woods, presumably to some sort of religious amphitheater where the monks hold their services. Nobody seems to be at home when you arrive, which makes sense seeing as it is early morning. Either everyone is asleep or in the outdoor church down the path.

Following the trail puts the three of you smack in the middle of a hymn, but the monks stop to welcome you to their little neck of the woods, affectionately called "Saradomin's Beard." The monk in charge is a delightful little man named Brother Bartholomew. He's peppy and eager to bring change to the sleepy place, a project which he intends to start by clearing some of the trees to make a small farm.

B: When I came here a year ago, I saw that everyone just sat around moping and being quiet all day! So I said to myself, "Hey, let's change things around here!" But no one ever listened to me.

O: I don't suppose that has anything to do with Father Mortimer coming to visit?

B: Mortimer? I don't know anyone named Mortimer. But some of the monks who were here before me might.

Bartholomew motions for one of the other monks to come over, a tall, quiet-faced chap with a defeated look in his eyes.

B: Brother Dillon, do you remember a Father Mortimer ever coming to visit?

Dillon's eyes seem to shrink back into his head, and he quickly shakes his head and turns away, waving his hands as if to ward off evil spirits.

B: Oh, come now, Dillon! You're always so talkative these days! Do you know anything about a Father Mortimer?

D: I shan't play rough....I shan't play rough....I shan't play rough....I shan't play rough......

B: What's that you say, Dillon? I don't remember anyone saying you were playing rough. Here, come talk to these monks.

Bartholomew attempts to bring Dillon closer, but Dillon shrieks in fear as he sees the hands nearing his shoulders. With a hideous cry, he runs out of the clearing and back down the trail to the cabins.

B: Huh. Curious. But anyway, I suppose that's a no. Haven't seen hide nor hair of a Mortimer for as long as I've been here. Couple years, I guess.

A: So he's not still here?

B: Haven't I just said?

P: Well, while we're here, I don't suppose you have anything we could have as an idol? We've been told that Father Mortimer has a soft spot for statues.

B: Well...we have all these trees, so maybe one of our monks could carve you something nice?

O: Oh, that would be wonderful! When can he have it done?

B: Not for a while, I daresay, and not for free either. All transactions have to go through me, and I say that work demands work. If you want your idol, you'll have to put in some time clearing trees and shrubs from the spot where we want our farm!

A: Fair enough. Where do we start?

What follows is something designed to pester, annoy, and generally irritate the questing community as a whole. Instead of clearing a set amount of trees or burning down the right amount of shrubs in the right pattern, you have to do straight up manual labor for a full half hour of in-game time. For thirty minutes, you get to clear out trees to your heart's content, which is actually pretty difficult, since there are lots of trees to clear. Once you clear the trees, you have to burn all the shrubs! And once you burn all the shrubs, you get to rake the dirt smooth! Doing all this to such a huge area should eat up a good amount of the time. If you don't get to at least the burning part by the end of the thirty minutes, Bartholomew says you haven't done your part and makes you keep going for another half hour. Once you've done your time, he'll approach you and present you with a crude statue of something that maybe looks like Saradomin if he'd had some particularly nasty acid thrown on him.

B: Here you are, O faithful wanderers!

O: Er...

B: Just a little something I've always wanted to say. Happy trails! And I hope you find your Mortimer fellow.

P: I'm not sure that I do....

After you get the idol, it's up to you whether or not you want to stick around and find out more about the Forest Cell or if you want to trek up to the next stop on your pilgrimage. Sticking around is good for finding out more about what Father Mortimer did here and maybe earning a little woodcutting experience through some lumberjack games.
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Father Knows Best Empty Re: Father Knows Best

Post by Jeeves Thu Jun 02, 2011 7:25 am

Ride your donkey through the woods until you reach a small trail leading somewhat out of the forest. Follow along until you reach a large wooden gate with Sardominist stars carved into it. A nearby sentry informs you that you have reached Flander's Ridge, the next of the stops on the pilgrimage! Why a simple monastery should need huge gates and an armed guard, you'll just have to guess.

Inside, the moonlight falls on what looks to be a small town, complete with streetlamps, cobbled streets, and small houses. Flander's Ridge seems to be doing better for itself than either of the other two cells, probably because of the marketplace that seems to be set up in the "center" of "town." Evidently business moved here after the Abbot's Monastery fair was...canceled.

The head monk of the town can be found in the "town hall" building located at the far end of the street. He's an old, half-blind man named Father Alastair, and he can't seem to remember anything from what day it is to where he's even standing.

Father Knows Best 50621 W-w-who's there?

O: Pilgrims, Father. From the Abbot's Monastery.

Father Knows Best 50621 Pilgrims, you say? Well, I think you've pilgrimed to the wrong place, my boys. This *is* the Abbot's Monastery.

O: Er...I don't think so, Father. Isn't this Flander's Ridge?

Father Knows Best 50621 Oh, maybe that was it. This *used* to be the Abbot's Monastery, back when the Abbot was here. Yes... Back when the Abbot was here.

A: We've got a question or two for you, Father.

Father Knows Best 50621 Oh, I'm not v-very good with questions these days, young lads, but I will try my hardest.

A: Is Father Mortimer currently staying here?

Father Knows Best 50621 Mort..imer? It doesn't sound like my father. My father's name was *William,* you see. William with a W. Which is sort of like an M, only upside-down. Are you perhaps looking for William? He's dead, you see, so I don't think he can be of much help.

A: No, not William. Father Mortimer. He was a monk who went on a pilgrimage to here a few years ago?

Father Knows Best 50621 Hmm...I'm not very good with remembering things that far back. Maybe? I can't quite recall much from that time. Maybe one of our younger monks could help you with that.

P: Thank you very much, Father.

Speaking to any of the other monks in Flander's Ridge reveals a strong reluctance to talk about anything that has to do with Father Mortimer. There are several references to a mysterious "Hatch" and some muttered words about a month-long penance, but that's the extent of what you'll get out of these frightened citizens. Only once you find Brother George will you get some sort of clue what's going on.

G: I remember the Father. He came a few years back...said we were all fiends of Zamorak.

O: Is he still here?

G: No...Saradomin above, no. He left after we had paid our due.

A: So he's not here anymore? That's good, I suppose.

If you try to leave Flander's Ridge after this, you'll be stopped by a worried Omad, who tells you that it would probably be best to try and find something new for the idol. As it is, you only have feathers and the idol itself, which doesn't amount to a very impressive figure. Searching around town reveals a beautiful necklace that is being held as a reward for the annual Merchant King, the winner of a bazaar contest held on a certain market day.

Asking Brother Rudolph, the head of the market, fills you three in on the rules of the contest.

1. No more than one stall may be operated by any one competitor.
2. Stalls must be open only during the allotted time.
3. Competitors may not engage in mean-spirited acts.
4. Whoever makes the most money by the end of the day wins.

These rules seem simply by all counts, but the problem lies in actually finding a stall to run! The easiest way is simply to take over an empty stall and when the real owner comes, tell Rudolph that he is engaging in a mean-spirited act by trying to throw you out. Otherwise, talking to some of the merchants and being very persuasive can garner you a new stand. Either way, once you have your property, the dawn soon arrives and everyone sets up shop!

Winning the Merchant King title is a multi-step process. First, you have to be a smarter businessman than your fellow monks and merchants. By sending Omad out to observe prices and tactics of those around the marketplace, you'll be able to raise or lower your prices in order to beat out the competition. Certain bargaining tactics can also be used, such as Intimidate, Chat Up, Wheedle, or Befriend. Depending on the mood of the crowd (which is displayed in the upper right, certain tactics will work better than others. For a happy crowd, Befriending them will certainly work better than Intimidating.

While you and Omad are busy running the show, Androe can be sent around to other stalls to cause...a fuss. Seeing as he's not a true competitor, he is able to engage in as many mean-spirited acts as he sees fit. Every five minutes or so, you'll be able to send Androe out to either Delay a merchant by talking to him for a while, Sabotage a merchant, by accidentally falling into his stall, or Create a Display of Such Extravagance that All the Other Customers Stop to Watch. This last effectively removes all business from the other stalls while the display is going on. If, at the end of the day, your total is less than one of the other stalls, Rudolph declares some form of cheating and says that a new competition will be held tomorrow. This continues until you manage to make the most money, at which point the Merchant King necklace is yours!

Return to the donkey cart and make your way to St. Portly's, the next stop on your journey! Unfortunately, things won't go so hot on this portion of your trek; if you still have your donkey, prepare for a rude awakening. A gang of bandits leaps out of the woods, accosts you, and makes off with your trusty steed, leaving you to deal with the few thugs left behind! It's not a tough scrap, but the departure of your vehicle means you have to deal with similar encounters for the remainder of the pilgrimage.

After what feels like days, you finally see towering before you the steepled clock tower of St. Portly's. This veritable cathedral is hidden in the middle of the woods, the only beacon of truth and order in a frenzied forest of chaos. Or so they would tell the outside world. There is little to be seen here other than the cathedral, as most of the monks either live inside or on the ground around the cathedral. There might once have been houses, given the scraps of wood lying around, but they have since been torn down.
Jeeves
Jeeves
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Age : 31
Location : New Jersey, AMERICA

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